Sid Meier's Civilization V

Sid Meier's Civilization V

1,272 ratings
[BNW] Mass Effect Civilizations
File Size
73.598 MB
Aug 25, 2013 @ 8:18pm
Sep 8, 2015 @ 6:00am
6 Change Notes ( view )

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[BNW] Mass Effect Civilizations

In 1 collection by Pluvia
Mass Effect Collection
20 items
Adds the Brave New World versions of the 19 Mass Effect races.


This mod contains all of the up-to-date Mass Effect races in one handy pack. This pack will be updated regulary to either match any changes made to the Gods and Kings versions, or to add new features to the races that makes greater use of the BNW features. Some of them may be changed minimally, some may be changed dramatically.

List of changes from Gods and Kings:

All of them have the updated AI needed for BNW and, as the G&K versions are no longer worked on, multiple changes and improvements from those versions.


Terminus Systems:

City-states no longer grant increased bonuses. Allied city-states now grant 1 extra delegate. Omega has (100%) increased trade route range and receives 6 extra gold from trade routes (target receives 50% of bonus). City-state friendship modifier reduced from 100% to 20%.


All feedback, ideas, ratings and questions are welcome. Feel free to post them in the comments section.

Mass Effect and all related names are tm and (c) to Bioware.


  • This mod requires Brave New World. The Gods And Kings versions can be found here.
  • If you have Brave New World and don't know how to download or activate this mod, please follow this step-by-step guide by clicking here[].
  • If you have a Mac then Steam Workshop wont work for you. Please click here[] and follow the instructions.
  • If the step-by-step guide or the troubleshooting still never fixed your problem, it's a common cache issue, which can be fixed by these steps:

    1) Unsubscribe from the mod. Exit Steam and Civ 5 completely
    2) Empty your mod folder (create backups) located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart Civ 5.

Removing the Reapers

To remove the Reapers simple go to:

C:\Users\[USER]\Documents\my games\Sid Meier's Civilization 5\MODS\BNW Mass Effect\XML\Civilisations

Then Cut and Paste the Reaper folder somewhere else. When you want the Reapers back in your game, simply Paste the folder back to that location.

This will not cause any problems or crashes in your game, it will simply remove the Reapers and the game will never chose them.
Popular Discussions View All (12)
Jun 11, 2017 @ 5:06am
A Buttload of suggestions
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Sep 8, 2015 @ 6:11am
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georgie porgie Feb 2 @ 4:19pm 
Never mind, I got it to work
georgie porgie Feb 2 @ 4:09pm 
Hey , so I've been wanting to play this for ages but I can't seem to get it to work. I've subbed, enabled the mods in the mod menu, clicked "next" to go to mod menu, clicked "single player", setup game but the mass effect civs don't appear. I'm playing on an up to date version on windows and the star wars civs mod I downloaded worked with the game. I would love some feedback as this seems like such an awesome mod. Thanks!
Wholegrain Nov 18, 2017 @ 11:56am 
Get's stuck on "Transferring"
Ben_of_Men Sep 23, 2017 @ 11:41am 
is this supposed to disable world congress? ive been having similar issues with other mods as well, anyone know the fix?
CMDR Shepard Sep 19, 2017 @ 4:35pm 
I'm Commander Shepard and this is my favourite mod on the Citadel.
• Soulfliktion Sep 1, 2017 @ 10:13am 
Gotcha, thanks!
Pluvia  [author] Sep 1, 2017 @ 8:41am 
@Soulfliktion - I'm just including them in this pack. There will be an update and they'll appear, all 3 at the same time.

If you don't want to have them in your games you can just remove them the same way you remove the Reapers, or there are mods that let you disallow certains civs from being picked if you want to be slightly more complicated.
• Soulfliktion Sep 1, 2017 @ 7:57am 
Excuse me, I noticed you're making the Andromeda "races". Are you planning on clashing 'em along with the "Trilogy races" or a whole different, separate mod? I don't care much for the Andromeda ones, so that's why I'm asking. Have a nice day!
Willemeena Aug 31, 2017 @ 4:31pm 
It ended up working after trying again later, thank you anyway
Pluvia  [author] Aug 30, 2017 @ 5:52pm 
So an update on progress here. I managed to come up with ideas for the Kett, Angara and Remnant. I'm currently creating them when I have the time but it'll still be a few weeks I think.

The Remnant are defensive and early/mid science based and they can create a unique luxury Remnant Tech.

The Kett are combat and faith based. They're sorta like the Collectors in some way. While the Collectors get better yields from capturing cities, the Kett get stronger units.

The Angara are friendly and good to have as an ally. Because, lore wise, they have different cultures on each planet, the Angara will be getting different bonuses in cities depending on what terrain it's built on. So you could have a game where a lot of their cities provide more science, or another game where they provide more culture, or even a game with a lot of different cities doing different things.

Hopefully nothing dramatic happens so they'll still like this on release!